Descendants' Path

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Descendants' Path

Enchantment

At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you can cast this card without paying its mana cost. Otherwise, put it at the bottom of your library.

Descendants' Path Discussion

Jack-Frost on The Spawn

16 hours ago

My recommendations:

New Commander: Ramos, Dragon Engine or Morophon, the Boundless

Either of these would fit the theme of your deck better and would assist you in casting and running the deck.

Cut:
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.

Add:
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )

Recommended Land Additions/Swaps:
Cavern of Souls
Reflecting Pool
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Blood Crypt
Breeding Pool
Hallowed Fountain
Overgrown Tomb
Polluted Delta
Steam Vents
Stomping Ground
Watery Grave

Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.

Maybe Cut:
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.

Why?:
Relic of Progenitus - Not worth it. Run Rest in Peace or other such cards instead.

A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.

Sliver_God on Budget Slivers WIP V.0.1

2 days ago

What are you going up against most of the time? You can probably go to 40-ish lands; cut some of those basics. You'll also only need around 40-ish creatures so you can cut most of those changelings. Fire-Belly Changeling , for example, is usually weak in EDH. There is also usually a lot of artifact-hate in the format, so those artifact creatures are more vulnerable than anything else and won't help you much. With the land-search cards and signets you'll have your colors so long as you keep a good opening hand. Descendants' Path might be a strict upgrade over Call to the Kindred, or even work well alongside it-- along with cards like Belbe's Portal and even things like Quicksilver Amulet , Cryptic Gateway , Dragon Arch , etc. if these things are in your budget. Happy Hunting!

Veitanah on Elf Commander

1 week ago

Card Draw

Not necessarily card draw, but gets out your creatures faster

Unrelated but nonetheless good and something you should put in - Rishkar's Expertise

SideBae on 5 Color Dragons

2 weeks ago

The easiest way to speed up a deck is by removing ETB tapped lands. I highly suggest running Command Tower , as well as City of Brass and Mana Confluence . If you have access to it, Cavern of Souls is a good option for any tribal deck, but Unclaimed Territory is another good option. Forbidden Orchard , Exotic Orchard and Reflecting Pool are more interesting lands to consider.

Green dorks and two-mana rocks are also very good. I see you're running Birds of Paradise , but Elves of Deep Shadow , Llanowar Elves , Rampant Growth , Fyndhorn Elves , Orcish Lumberjack and (if you can) Noble Hierarch are also great additions. If you want to invest relatively heavily into your dork-base, Bloom Tender is REALLY good in chromatic decks. If you find yourself facing a lot of blue decks, Carpet of Flowers is a good idea, too; Joiner Adept acts as a second Chromatic Lantern .

Fellwar Stone is good. The talisman cycles ( Talisman of Dominance , Talisman of Indulgence , Talisman of Impulse , Talisman of Unity , Talisman of Progress and the new five from Modern Horizons) are all good; I suggest that most, if not all, of your mana rocks should be two or less mana. Using a land like Ancient Tomb also helps cast these turn one. Signets like Dimir Signet or Boros Signet are good too, although I think most of the time the talismans will be better. Gilded Lotus is a good exception to my CMC rule in a deck with as many fat creatures as yours.

I don't think Nissa's Renewal is very good; generally, ramp is good in the early game, but not so good by the time you reach six mana. Nature's Lore , Rampant Growth , Farseek , Cultivate and/or Kodama's Reach are all powerful ramp spells you can fire off early. I think the first three are better, if only because they can fetch non-basics like Breeding Pool or Godless Shrine . I'm not as much a fan of the other two, but experience will show if they're worth including. Finally, I think Skyshroud Claim is better than Explosive Vegetation .

If you're going in the Quicksilver Amulet direction, Elvish Piper and Thran Temporal Gateway are good ideas as well.

If at all possible, tutors are good. Demonic Tutor is the gold standard here, but Diabolic Tutor is a good, more affordable alternative. Vampiric Tutor , Worldly Tutor , Sylvan Tutor , Dark Petition and Gamble are all good cards as well, though their affordability varies tremendously.

Red comes with good counter counter magic options. Price of Glory is a good card if you want to discourage opponents playing on your turn, and Pyroblast is a good way to stop Counterspell and friends. Cards like Pyrostatic Pillar can punish decks with lower curves.

Card draw is at a premium in EDH. Staff of Nin is easy on the colored mana and gives you an extra draw each turn, and Phyrexian Arena is another good option. Harmonize , Concentrate and Painful Truths are good draw-threes.

Because your deck is running a LOT of fatties (and the best fatties, at that, 'cause they're dragons), you may find cards like Lurking Predators is be pretty good; Descendants' Path is a similar card. Depending on how fatty-heavy your meta is, Eureka effects like Show and Tell may be good. Sneak Attack is good if you want to use one-time face-smacks like Nicol Bolas or your already included Oros, the Avenger .

If you DON'T want to run dorks, and opt for artifact ramp instead, depending on your meta you may have a good time with cards like Porphyry Nodes or Night of Souls' Betrayal . Effects like Pyroclasm and Volcanic Fallout can also wipe out opponent's boards if they choose to go wide.

I think EDH decks tend to need a lot of mass removal. By Force is a favorite of mine, and Toxic Deluge , Wrath of God , Ritual of Soot and Supreme Verdict are all great if you have access to them. Back to Nature is good if you choose to cut down on the number of enchantments you're running, but Nature's Claim or Krosan Grip are also pretty good options.

If your curve is really high, things like Timesifter can be pretty brutal.

I'm not super sure Niv-Mizzet Reborn is very good. I don't know if you'll be getting very much card advantage, because you have a lot of cards that are more or less than exactly two colors. I think a card-draw spell like the ones I mentioned above would be better, like Treasure Cruise or Dig Through Time .

Good luck with deck building my man!

kamarupa on learning to build

3 weeks ago

I suggest you use your remaining 8 slots for: Akroan Crusader , Fabled Hero , and/or Favored Hoplite . All of those pair well with Feather, the Redeemed , which I suggest you run 4x. Even though it's legendary, since it seems like it's at the crux of the deck, it's essential to do everything possible to play it.

Deflecting Palm is usually useful in a boros sideboard.

In terms of deck building, my best advice is to keep your deck hyper-focused on a wincon - make your deck find the wincon, protect it, and execute it and do that 2 out of 3 times within 5 turns. Keep spells to the absolute minimum CMC. There's not really great ramp in red or white, so odds are, spells over 4 or 5CMC won't see hardly any play. Your 1-2CMC spells are a deck's bread and butter. Be sure you have include enough to get them every game.

I try to include the following mechanics in all my decks in some form or another:

I slapped together a deck for Feather, the Redeemed recently. (Feather's Cap) It's focused on the Heroic mechanic, and because of those spells, also tokens and +1/+1 counters. It's far from perfect, but the creature CMC curve is decent and you might find some spells worth considering there.

Doombeard1984 on Endless Hunger and Unceasing Violence

4 weeks ago

So as you are running tribal eldrazi, would maybe a Descendants' Path be an option? Beauty of it is you still get those cast triggers. Just gives another ability to cheat on those fatties.

+1 for you. Who doesn't like eldrazi lol

Kedvesem on The Ur Dragon

1 month ago

Savage Ventmaw is always nice, especially with Hellkite Charger . They don't give an infinite loop, since you're one mana shy, but they certainly work well together.

Also, I might reconsider cutting Path of Ancestry , especially when you have Descendants' Path .

Saljen on Sliver Combo

2 months ago

Is this designed for 1v1 EDH or multiplayer EDH?

Looks like you're missing some of the staple draw / ramp cards for 5c Slivers.

Descendants' Path , Mirari's Wake , Smothering Tide , Herald's Horn (ramp and draw), Domri, Chaos Bringer , Cryptolith Rite all provide ramp in one form or another.

Guardian Project , Phyrexian Reclamation , Sylvan Library , Vanquisher's Banner , Distant Melody , Domri Rade , Kindred Discovery all provide draw in one form or another.

The Domri's are particularly compatible with Slivers, as each +/- ability is incredibly relevant to the creature heavy deck.

Spirit of Resistance and Pariah both combo with Sliver Hivelord to prevent you from taking any damage.

You DEFINITELY need to be running Cyclonic Rift . If you're playing Blue in EDH, that card needs to be in your deck. It's too good to ignore.

This is just some advice coming from a fellow Slivers player. My deck is about 75%, but it's mostly lands (shocks, fetches, duals) that I'm missing. Here's the list if you're interested.

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Descendants' Path occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%